Wild Rift Patch 3.2
Wild Rift Patch 3.2 was released on May 11, 2022. This update included changes to 12 champions, with 4 buffs, 4 nerfs, 3 adjustments. It also updated 13 items, including 3 new items. The patch also changed 6 game systems: Dragons, Summoner Spells, Gameplay & Mechanics, Jungle, Rift Herald, Wards & Vision. It also changed 11 runes: Demolish, Fleet Footwork, Giant Slayer, Grasp of the Undying, Kraken Slayer and 6 more.
New (1)
Buffs (4)
Items
Changes (7)
Systems
Buffs (2)
Runes
Champions
Akali has been underperforming across the board, so you shur-ken bet we’re here to make some adjustments and help this Rogue Assassin out. We’re taking away some of her energy regeneration which was previously higher than other energy users, and in return we’re giving her some more power in other parts of her kit so she's less dependent upon playing around her enormous energy regen. We’re also looking to cut down on some of the frustrating gameplay her foes face, by putting more of Akali’s ultimate damage into her first dash. This should reduce the amount of times Akali can execute her enemies primarily with the second dash of her ultimate, after hitting another target with the first.
Stats
- •Energy regeneration per 5 seconds reduced from 75 to 50.
Five Point Strike
- •Base damage increased from 25/60/95/130 to 30/65/100/135.
- •Energy cost reduced from 130/110/90/70 to 120/100/80/60.
Perfect Execution
- •First cast base damage changed from 85/150/215 to 80/200/320.
- •Second cast minimum base damage reduced from 85/150/215 to 70/140/210.
- •Second cast minimum AP ratio reduced from 40% AP to 30%.
After our recent upgrade to Overdrive, Blitcrank hasn’t been performing as well as we’d hoped. We’ve also noticed that Blitzcrank players feel like their attacks aren’t as snappy due to the loss of Attack Speed on Overdrive itself, so we’re giving him some extra mana and more knockups to work with.
Stats
- •Base mana regeneration increased from 9 to 12.
- •Mana regeneration growth increased from 0.7 to 1.1.
- •Attack speed growth increased from 1.2% to 2.2%.
Power Fist
- •Cooldown reduced from 10/9/8/7 seconds to 8/7/6/5.
Galio’s Shield of Durand has been reaching full strength too quickly for how powerful of an effect it is. To give his opponents some more room for counterplay, we’re increasing the charge time to access the full power of this spell, while also giving it some more damage in return.
Shield of Durand
- •Maximum effect charge time increased from 0.75 to 1.25.
- •Minimum area of effect radius reduced from 200 to 175.
- •Base damage increased from 40/70/100/130 to 40/80/120/160.
- •AP ratio increased from 45% AP to 55%.
Compared to her fellow enchanters, Soraka is struggling to keep up. We’re improving her ability to reach low health teammates and giving a boost to her Rejuvenation healing that she provides to herself and her allies.
Salvation
- •Bonus movement speed increased from 70% to 100%.
Starcall
- •Total heal increased from 50/70/90/110 to 60/90/120/150.
- •Total heal AP ratio increased from 35% AP to 45%.
- •Rejuvenation self duration increased from 2 seconds to 2.5.
- •Cooldown reduced from 7.5/6.5/5.5/4.5 seconds to 7/6/5/4.
Astral Infusion
- •Rejuvenation ally duration increased from 2 seconds to 2.5.
Compared to her fellow mid laners, you could say that Ahri is starting to look a little sca-hri. So, we’re cutting away at some of the free durability she gains. This will expose Ahri to more risk when she goes in for those big plays.
Stats
- •Health growth reduced from 115 to 105.
This enlightened Ionian continues to perform well above her fellow enchanters, particularly in how much damage and disruption she’s able to dish out during the mid-game, so we’re reducing some of that power.
Inner Flame
- •Base damage reduced from 60/110/160/210 to 60/100/140/180.
Transcendent Embrace
- •Slow reduced from 50% to 35%.
As players have optimized Rengar’s builds around some of the items and system changes we’ve made over the last few patches, this cat has scratched up the wrong tree and landed into nerf-worthy territory. We’re cutting down on some Rengar’s early Attack Damage in order to slightly slow his clearspeed in the jungle and reduce some of the powerful synergy he has with Sheen items.
Stats
- •Base attack damage reduced from 64 to 58.
Sona has been quietly rising in power for quite some time now, and has recently had some incredible performances alongside specific carries such as Seraphine. We’re reducing her ability to sustain and zoom her allies around the map during the mid-game while making sure to maintain her strong teamfight presence as that's her core strength.
Stats
- •Base armor reduced from 40 to 35.
Aria of Perseverance
- •Base heal reduced from 30/55/80/105 to 30/45/60/75.
- •Aura base shield increased from 25/55/85/115 to 25/65/105/145.
Song of Celerity
- •Cooldown increased from 12 seconds to 14.
Morgana has rooted herself in the Dragon Lane as a popular pick, however this sinister sister not only excels, but is much more powerful when played in the mid lane. We’re making some adjustments so we can bring her power in both of those roles a bit closer, while also trying not to disrupt her presence in the jungle.
Dark Binding
- •Base damage increased from 80/150/220/290 to 80/160/240/320.
Tormented Shadow
- •Base damage reduced from 6/12/18/24 to 5/10/15/20.
- •Damage against monsters increased from 200% to 225%.
- •Mana cost increased from 70/85/100/115 to 70/90/110/130.
Seraphine played as a carry in either the Mid Lane or Dragon Lane has been significantly stronger than when she is supporting, especially when paired with a duet partner like Sona. We’re reducing some of her Ability Power ratios to cut back on how well she scales with items and giving a small boost to her base damage. We’ll continue to keep a close eye on this rising star and her performance as a Support in the coming weeks.
Shen’s energy regeneration is currently lacking in comparison to his ninja brethren, so we’re increasing his passive energy regeneration while cutting back on some of the energy he gains from his passive to bring him more in line with other energy based champions.
Stats
- •Base energy regeneration increased from 25 to 50.
Ki Barrier
- •Energy restoration reduced from 15/17.5/20 (at level 1/5/9) to 10/12.5/15 (at level 1/5/9).
Twilight Assault
- •Energy cost increased from 65/60/55/50 to 75/70/65/60.
Items
Active:
- •Places a visible ward at the target location, which grants sight of its surroundings and reveals stealthed units and wards. Control Wards have 3 health, last until they are destroyed or replaced, and a player can only have 1 on the map at a time.
Limits:
- •Switching to another trinket keeps the current cooldown, if there is any.
Compared to other Ability Power items, Rylai’s isn’t picked up as much and its slow value is less than Serylda’s Grudge, so we’re buffing it up this patch to match.
Unique passive - Icy
- •Slow increased from 20% to 30%.
Void Staff has been in an alright spot, but we’ve noticed it's been performing slightly better in the earlier stages of the game, while being not as strong in the later stages. We’re slightly upping its cost and the magic penetration it grants, which will make it more powerful in the late game.
General
- •Total cost increased from 2800 gold to 2900 gold.
- •Combine cost increased from 700 gold to 800 gold.
Unique passive - Dissolve
- •Magic penetration increased from 40% to 45%.
Rabadon’s Deathcap and Morellonomicon have been popular second and third item pick-ups for mages. We think Infinity Orb can fit that same role it just needs a little love, so we’re giving it a boost in power.
General
- •Ability power increased from 60 to 65.
We previously nerfed Last Whisper because of the early Armor Penetration power it granted, but since we’ve made some adjustments to the armor penetration system, we feel there's room for us to give Last Whisper some of its power back.
General
- •Total cost reduced from 1300 gold to 1100 gold.
- •Combine cost reduced from 800 gold to 600 gold.
When we re-worked Chargeblade during 3.1 we played it safe with its values, but we kept a close eye on the item. Since then, we feel confident in increasing its power more for all the crit caster carries out there.
Unique passive - Sunburst
- •Base damage increased from 33 to 75 (based on level) to 38 to 80 (based on level).
General
- •No longer builds into Ixtali Seedjar.
We’re making adjustments to Executioner's Calling and Oblivion Orb this patch. Both item components cost a decent chunk of gold, while also offering some desirable stats. This has put them in an odd spot where in some games they’re an optimal item to rush because of the stats they provide, but in other games it can be hard to justify buying them purely for the anti-healing, because they cost so much gold. We’re making adjustments to both, so that you don’t have to kill as many minions to pick up grevious wounds early on when you’re up against the likes of a Soraka or Dr. Mundo.
General
- •Total cost reduced from 1000 gold to 800 gold.
- •Combine cost reduced from 500 gold to 300 gold.
- •Attack damage reduced from 20 to 15.
When Ixtali Seedjar was released, we wanted it to be an item that would empower you to roam around the Rift making plays, however it hasn’t been living up to that. We’re shifting its stats to be focused more on health and Ability Haste, rather than resistances and making some minor changes and adjustments to improve the overall feel of the item.
New Recipe:
- •Winged Moonplate + Kindlegem + 500 gold = 2400 gold.
- •Old Recipe: Chain Vest + Negatron Cloak + 700 gold = 2500 gold.
- •Ability haste increased from 0 to 25.
- •Armor reduced from 45 to 0.
- •Health increased from 0 to 425.
- •Magic resistance reduced from 45 to 0.
Unique passive - Harvester
- •New Effect: Picking up a seed grants 40% bonus movement speed decaying over 2.5 seconds.
General
- •Now builds into Ixtali Seedjar.
General
- •No longer builds into Ixtali Seedjar.
We’re making adjustments to Executioner's Calling and Oblivion Orb this patch. Both item components cost a decent chunk of gold, while also offering some desirable stats. This has put them in an odd spot where in some games they’re an optimal item to rush because of the stats they provide, but in other games it can be hard to justify buying them purely for the anti-healing, because they cost so much gold. We’re making adjustments to both, so that you don’t have to kill as many minions to pick up grevious wounds early on when you’re up against the likes of a Soraka or Dr. Mundo.
General
- •Total cost reduced from 1000 gold to 800 gold.
- •Combine cost reduced from 500 gold to 300 gold.
- •Ability power reduced from 40 to 30.
General
- •Now builds into Ixtali Seedjar.
Runes
General
- •Type: Slot 3 Inspiration rune.
- •Passive: While within 550 range of a turret, generates stacks over 3 seconds. At maximum stacks, your next basic attack against the turret discharges the stacks to deal 200 (+ 25% of your maximum health) bonus Adaptive damage.
- •Cooldown: 30 seconds.
- •Summoner level: 10.
General
- •Heal against minions reduced from Melee 100% / Ranged 30% to Melee 60% / Ranged 20%.
- •New Effect: Restore 8% missing mana or 8% missing energy when triggered against a champion.
General
- •Type: Slot 1 Domination rune.
- •Passive: Deal bonus damage based on the enemy champion's bonus health, up to 10% bonus damage when the enemy champion has 1000 bonus health.
- •Summoner level: 10.
General
- •Bug Fix: Tooltip now correctly states that the combat trigger delay is 3 seconds instead of 4 seconds.
General
- •Type: Keystone rune.
- •Passive: Basic attacks grant a stack for 3 seconds, up to 2 stacks. At 2 stacks, the next basic attack consumes all stacks to deal 28 to 70 (based on level) (+ 30% bonus AD) (+ 20% AP) bonus true damage. On-hit effects do not add a stack, but can trigger the full-stack damage.
- •Summoner level: 8.
General
- •Type: Keystone rune.
- •Passive: Basic attacks against enemy champions grant a stack for 6 seconds, refreshing on subsequent attacks and stacking up to 6 times. Gain 6 to 12 (based on level) bonus attack speed for each stack, up to 36 to 72 (based on level) at maximum stacks, at which you also gain an additional 30% bonus attack speed.
- •Summoner level: 10.
General
- •Removed: No longer deals 10% bonus (Adaptive) damage to turrets.
- •Gold granted increased from 40 gold to 100 gold.
- •Removed: No longer grants gold upon taking down a turret.
General
- •Type: Slot 3 Inspiration rune.
- •Passive: Casting a summoner spell grants 5% - 25% (based on summoner spell cooldown) bonus movement speed for 2 seconds.
- •Summoner level: 8.
General
- •Type: Slot 2 Resolve rune.
- •Passive: If you take damage from a champion that causes your health to fall below 35%, gain a shield that absorbs 80 (+ 50% bonus AD) (+ 30% AP) for 4 seconds.
- •Cooldown: 60 seconds.
- •Summoner level: 10.
General
- •Type: Slot 1 Domination rune.
- •Passive: Dealing ability damage to a champion deals 21 to 35 (based on level) bonus magic damage after 1 second.
- •Cooldown: 10 seconds.
- •Summoner level: 8.
General
- •Type: Slot 2 Resolve rune.
- •Passive: After casting your ultimate, gain a shield for 90 to 300 (based on level) for 3 seconds.
- •Cooldown: 45 seconds.
- •Summoner level: 8.
System Changes
Elemental Rift
- •We're letting the Elemental Dragons fly into a limited game mode once again.
- •Rather than obtaining Dragon Soul, each Elemental Dragons' elemental effect will stack, which can put you head and smolders above your opponents. Once you slay your second Dragon, each following Dragon kill will increase the power of the Dragon buffs.
- •The terrain will change after the first Dragon is slain.
- •Individual Elemental Dragons will still grant their elemental effect.
- •Instead of Dragon Soul, after your team slays its second Dragon, the elemental effects can stack. This will increase the power of each individual dragon buff.
- •Infernal Dragon: Grants 4/6/8% adaptive attack damage or ability power.
- •Ocean Dragon: Restores 3/4.5/6% missing health every 5 seconds.
- •Mountain Dragon: Grants 6/9/12% armor and magic resistance.
- •Elder Dragon will spawn at 20 minutes with a 4 minute respawn timer.
- •The Elemental Rift game mode will be available to play May 17, 2022 (00:01 UTC).
Dragon
- •Spawn timer increased from 4:00 elapse to 5:00.
Smite
- •Unique passive - Tooth and Nail
- •Bonus ability damage against monsters increased from 10% to 15%.
Remake
- •When a player is AFK at the start of a game, you'll have the opportunity to vote to remake the match. If the vote is successful, the game will end with neither team receiving a win or a loss and all consumables will be refunded. It'll be like it never even happened. However, the player who was AFK will receive a loss.
- •If you're in a premade that involves players who are Masters and above, the premade members will also be given losses to prevent abuse.
- •To start, Remake will only be available in Normal PvP games to ensure its working as intended, then we'll enable it in all game modes.
Tenacity
- •Tenacity now stacks multiplicatively instead of additively.
Blue Sentinel camp
- •Blue Sentinel
- •Armor reduced from 30 to 0.
- •Base health increased from 2400 to 2800.
- •Health per level increased from 100 to 120.
- •Evolved Blue Sentinel
- •Armor reduced from 30 to 0.
- •Base health increased from 2800 to 3400.
- •Health per level increased from 125 to 150.
Red Brambleback
- •Red Brambleback
- •Magic resistance reduced from 30 to 0.
- •Base health increased from 2400 to 2800.
- •Health per level increased to 120 from 100.
- •Evolved Red Brambleback
- •Magic resistance reduced to 0 from 30.
- •Base health increased to 3400 from 2800.
- •Health per level increased to 150 from 125.
Crest of Cinders
- •Damage against non-champions reduced from 100% to 50%.
Evolved Crest of Cinders
- •Damage against non-champions reduced from 100% to 50%.
Crest of Insight
- •New Effect: Grants 5 energy regeneration per second.
- •New Effect: Grants 15 ability haste.
- •Removed: When out-of-combat for 5 seconds, no longer restores 5% missing health per second.
Evolved Crest of Insight
- •New Effect: Grants 5 energy regeneration per second.
- •Ability haste reduced from 20 to 15.
- •New Effect: Grants 15 ultimate ability haste.
- •Removed: When out-of-combat for 5 seconds, no longer restores 7% missing health per second.
General
- •Spawn timer increased from 4:00 elapse to 5:00.
- •Local kill gold reduced from 250 gold to 125 gold.
We are releasing Control Wards as a third trinket option to let players have more options versus camouflage champions like Evelynn or Teemo. Control Wards also offer area vision denial plus potential long term vision, but there can only be one Control Ward on the map per playr and they are harder to defend due to them not being stealthed.
CONTROL WARD
- •Places a visible ward that grants vision of its surroundings and reveals stealthed units and wards.
- •3 health
- •Lasts until destroyed or replaced
- •Not stealthed
- •Can only have 1 on the map per player
Wild Rift Patch 3.2 FAQ
Frequently Asked Questions
- When did Wild Rift Patch 3.2 release?
- Wild Rift Patch 3.2 was released on May 11, 2022.
- What changed in Wild Rift Patch 3.2?
- Patch 3.2 included changes to 12 champions (4 buffs, 4 nerfs, 3 adjustments), plus 13 item updates, 11 rune changes and 6 game system updates. See the full breakdown above.
- What new items were added in Wild Rift Patch 3.2?
- Wild Rift Patch 3.2 added 3 new items: Control Ward, Rylai's Crystal Scepter, Void Staff.
- What was the previous Wild Rift patch before 3.2?
- The previous Wild Rift patch was 3.1b.
- What is the next Wild Rift patch after 3.2?
- The next Wild Rift patch is 3.2a.
